Profile for UA
Field | Value |
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Displayed name | UA |
Member number | 154 |
Title | Infiltrator |
Postcount | 612 |
Homepage | |
Registered | Saturday, October 13 2001 07:00 |
Recent posts
Pages
Author | Recent posts |
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Various observations relating to debug mode in Blades of Avernum Editor | |
Infiltrator
Member # 154
|
written Saturday, July 3 2004 02:33
Profile
First of all, Shift-G does nothing, but it should toggle the walk-through-walls ability (at least according to the documentation.) Secondly, the probability of hitting gets far, far lower when debug is fully on (in script and }='d) for some reason. When turned (half) off, the chance of hitting seems to get higher. Wouldn't a BoE hit-in-one behaviour make more sense? Thirdly, if you're debugging a scenario, there's a good chance you'll be reloading the scenario very often. That dialog box about debug mode soon gets annoying. Another nice feature would be a BoE-style "monster stasis" mode, where monsters don't move or attack, say, togglable with a key-combination. Finally, I think a new function is in order; Make Shift+V act like BoE Magic Map, as in it reveals the entire map. -Snuffkin [ Saturday, July 03, 2004 02:49: Message edited by: Shining Lightbulb ] -------------------- Apparently still annoying. Posts: 612 | Registered: Saturday, October 13 2001 07:00 |
Various observations relating to debug mode in Blades of Avernum | |
Infiltrator
Member # 154
|
written Saturday, July 3 2004 02:33
Profile
First of all, Shift-G does nothing, but it should toggle the walk-through-walls ability (at least according to the documentation.) Secondly, the probability of hitting gets far, far lower when debug is fully on (in script and }='d) for some reason. When turned (half) off, the chance of hitting seems to get higher. Wouldn't a BoE hit-in-one behaviour make more sense? Thirdly, if you're debugging a scenario, there's a good chance you'll be reloading the scenario very often. That dialog box about debug mode soon gets annoying. Another nice feature would be a BoE-style "monster stasis" mode, where monsters don't move or attack, say, togglable with a key-combination. Finally, I think a new function is in order; Make Shift+V act like BoE Magic Map, as in it reveals the entire map. -Snuffkin [ Saturday, July 03, 2004 02:49: Message edited by: Shining Lightbulb ] -------------------- Apparently still annoying. Posts: 612 | Registered: Saturday, October 13 2001 07:00 |
debug mode still doesn't work (for me) in Blades of Avernum Editor | |
Infiltrator
Member # 154
|
written Saturday, July 3 2004 02:21
Profile
NSIS (http://nsis.sf.net/) is free, open source, and a patching system is included in the distribution. -------------------- Apparently still annoying. Posts: 612 | Registered: Saturday, October 13 2001 07:00 |
debug mode still doesn't work (for me) in Blades of Avernum | |
Infiltrator
Member # 154
|
written Saturday, July 3 2004 02:21
Profile
NSIS (http://nsis.sf.net/) is free, open source, and a patching system is included in the distribution. -------------------- Apparently still annoying. Posts: 612 | Registered: Saturday, October 13 2001 07:00 |
Nevermind... in Blades of Avernum | |
Infiltrator
Member # 154
|
written Saturday, July 3 2004 02:05
Profile
EDIT: Ironically, this worked 2 seconds after posting this topic. Ignore. [ Saturday, July 03, 2004 06:51: Message edited by: Shining Lightbulb ] -------------------- Apparently still annoying. Posts: 612 | Registered: Saturday, October 13 2001 07:00 |
Outdoor shop. in Blades of Avernum Editor | |
Infiltrator
Member # 154
|
written Saturday, July 3 2004 00:37
Profile
Also, a question. Why are you putting the { bracket on a new line? You don't need to and it looks weird. -------------------- Apparently still annoying. Posts: 612 | Registered: Saturday, October 13 2001 07:00 |
Outdoor shop. in Blades of Avernum | |
Infiltrator
Member # 154
|
written Saturday, July 3 2004 00:37
Profile
Also, a question. Why are you putting the { bracket on a new line? You don't need to and it looks weird. -------------------- Apparently still annoying. Posts: 612 | Registered: Saturday, October 13 2001 07:00 |
Scripting requests. in Blades of Avernum Editor | |
Infiltrator
Member # 154
|
written Saturday, July 3 2004 00:29
Profile
Yeah. I mean, it's less numbers to remember and less tables you have to keep switching to to get the right number to use. -------------------- Apparently still annoying. Posts: 612 | Registered: Saturday, October 13 2001 07:00 |
Scripting requests. in Blades of Avernum | |
Infiltrator
Member # 154
|
written Saturday, July 3 2004 00:29
Profile
Yeah. I mean, it's less numbers to remember and less tables you have to keep switching to to get the right number to use. -------------------- Apparently still annoying. Posts: 612 | Registered: Saturday, October 13 2001 07:00 |
Tips in Blades of Avernum Editor | |
Infiltrator
Member # 154
|
written Saturday, July 3 2004 00:27
Profile
Try adhering to the following coding standards: IF statements should look like:Calls to functions with multiple parameters should have a single space after the seperating comma: do_something(1, 2); If using co-ordinates (SDF or map) in your function calls, you may find the following syntax cleaner:set_flag(5,1 ,1); In this case, the SDF is spaced from the rest of the parameters and the space after the first , is omitted.-------------------- Apparently still annoying. Posts: 612 | Registered: Saturday, October 13 2001 07:00 |
Tips in Blades of Avernum | |
Infiltrator
Member # 154
|
written Saturday, July 3 2004 00:27
Profile
Try adhering to the following coding standards: IF statements should look like:Calls to functions with multiple parameters should have a single space after the seperating comma: do_something(1, 2); If using co-ordinates (SDF or map) in your function calls, you may find the following syntax cleaner:set_flag(5,1 ,1); In this case, the SDF is spaced from the rest of the parameters and the space after the first , is omitted.-------------------- Apparently still annoying. Posts: 612 | Registered: Saturday, October 13 2001 07:00 |
Odd, but interesting in General | |
Infiltrator
Member # 154
|
written Friday, July 2 2004 13:06
Profile
And I stand with my back to the crowd being totally clueless. -------------------- Inconsistently backward. SWOH. IM, PATF, ND. Posts: 612 | Registered: Saturday, October 13 2001 07:00 |
A plea to your creative sparks in Blades of Avernum Editor | |
Infiltrator
Member # 154
|
written Friday, July 2 2004 12:36
Profile
It's the lack of brackets that makes me hate it. I mean, which if statement from each language is easier to read faster? [ Friday, July 02, 2004 12:36: Message edited by: Shining Lightbulb ] -------------------- Apparently still annoying. Posts: 612 | Registered: Saturday, October 13 2001 07:00 |
A plea to your creative sparks in Blades of Avernum | |
Infiltrator
Member # 154
|
written Friday, July 2 2004 12:36
Profile
It's the lack of brackets that makes me hate it. I mean, which if statement from each language is easier to read faster? [ Friday, July 02, 2004 12:36: Message edited by: Shining Lightbulb ] -------------------- Apparently still annoying. Posts: 612 | Registered: Saturday, October 13 2001 07:00 |
Calls that we wish existed (part two) in Blades of Avernum Editor | |
Infiltrator
Member # 154
|
written Friday, July 2 2004 12:15
Profile
The ability to get terrain properties. i.e. in a terrain script, you put is_open_door = 1; And the part of door.txt that checks to see if it's open could be replaced with if (get_terrain_flag('is_open_door')) { // ... get_terrain_flag(property_name);, where the terrain it got the properties from would be the terrain the script was placed on. etc. [ Friday, July 02, 2004 12:35: Message edited by: Shining Lightbulb ] -------------------- Apparently still annoying. Posts: 612 | Registered: Saturday, October 13 2001 07:00 |
Calls that we wish existed (part two) in Blades of Avernum | |
Infiltrator
Member # 154
|
written Friday, July 2 2004 12:15
Profile
The ability to get terrain properties. i.e. in a terrain script, you put is_open_door = 1; And the part of door.txt that checks to see if it's open could be replaced with if (get_terrain_flag('is_open_door')) { // ... get_terrain_flag(property_name);, where the terrain it got the properties from would be the terrain the script was placed on. etc. [ Friday, July 02, 2004 12:35: Message edited by: Shining Lightbulb ] -------------------- Apparently still annoying. Posts: 612 | Registered: Saturday, October 13 2001 07:00 |
A plea to your creative sparks in Blades of Avernum Editor | |
Infiltrator
Member # 154
|
written Friday, July 2 2004 12:12
Profile
quote:Visual Basic is the worst programming language ever invented. In fact, I wouldn't classify it as a humane programming language. It has the worst syntax I've ever seen. C-based scripting languages are the way to go. :cool: -------------------- Apparently still annoying. Posts: 612 | Registered: Saturday, October 13 2001 07:00 |
A plea to your creative sparks in Blades of Avernum | |
Infiltrator
Member # 154
|
written Friday, July 2 2004 12:12
Profile
quote:Visual Basic is the worst programming language ever invented. In fact, I wouldn't classify it as a humane programming language. It has the worst syntax I've ever seen. C-based scripting languages are the way to go. :cool: -------------------- Apparently still annoying. Posts: 612 | Registered: Saturday, October 13 2001 07:00 |
Docs locator please! in Blades of Avernum Editor | |
Infiltrator
Member # 154
|
written Friday, July 2 2004 07:45
Profile
Also, the script editor doesn't exist. Use an ordinary text editor. -------------------- Apparently still annoying. Posts: 612 | Registered: Saturday, October 13 2001 07:00 |
Docs locator please! in Blades of Avernum | |
Infiltrator
Member # 154
|
written Friday, July 2 2004 07:45
Profile
Also, the script editor doesn't exist. Use an ordinary text editor. -------------------- Apparently still annoying. Posts: 612 | Registered: Saturday, October 13 2001 07:00 |
Your daily routine in General | |
Infiltrator
Member # 154
|
written Thursday, July 1 2004 10:43
Profile
Posting: What do you do every day, each day? e.g. 6:00AM Something 6:30AM Something else... -------------------- Inconsistently backward. SWOH. IM, PATF, ND. Posts: 612 | Registered: Saturday, October 13 2001 07:00 |
Scripting requests. in Blades of Avernum Editor | |
Infiltrator
Member # 154
|
written Thursday, July 1 2004 08:18
Profile
The ability to use #defines, line in C. #define RED_KEYCARD_SPECIAL_ITEM 5 #define DONE_DRAGON_QUEST_SDF 1,3 It would make stuff so much easier. And the ability to get terrain properties from terrain scripts, e.g. short i; i = get_terrain_flag('is_open_door'); And putting 'is_open_door=1;' in all open door terrains... Would be so, so much cleaner than checking against all known open door numbers. -------------------- Apparently still annoying. Posts: 612 | Registered: Saturday, October 13 2001 07:00 |
Scripting requests. in Blades of Avernum | |
Infiltrator
Member # 154
|
written Thursday, July 1 2004 08:18
Profile
The ability to use #defines, line in C. #define RED_KEYCARD_SPECIAL_ITEM 5 #define DONE_DRAGON_QUEST_SDF 1,3 It would make stuff so much easier. And the ability to get terrain properties from terrain scripts, e.g. short i; i = get_terrain_flag('is_open_door'); And putting 'is_open_door=1;' in all open door terrains... Would be so, so much cleaner than checking against all known open door numbers. -------------------- Apparently still annoying. Posts: 612 | Registered: Saturday, October 13 2001 07:00 |
BoA Tweaks in Blades of Avernum Editor | |
Infiltrator
Member # 154
|
written Thursday, July 1 2004 08:12
Profile
The potential for abuse in that is outstanding. -------------------- Apparently still annoying. Posts: 612 | Registered: Saturday, October 13 2001 07:00 |
BoA Tweaks in Blades of Avernum | |
Infiltrator
Member # 154
|
written Thursday, July 1 2004 08:12
Profile
The potential for abuse in that is outstanding. -------------------- Apparently still annoying. Posts: 612 | Registered: Saturday, October 13 2001 07:00 |